Drow are... interesting, to say the least. But as they stand you alway seem to have two types of players playing them... and both get on my nerves. So, we usually adjust them to fit the game played:
- Homebrew 1: Serve as attaches to the kingdoms of dreams and imagination. Tricky little buggers, always obsessed with trying to make their way into the real world. Psuedonatural isn't too uncommon, but mostly they take on characteristics of Night Haunts and other similar fey/outsiders that prove interesting. Colors range the gamut, but they are almost exclusively extraplanar. SR and a handful of useful spells alongside their natural inclinations make them great harbingers of the Nameless One and other creatures trapped in the demiplanes.
- Homebrew 2: Morlocky Drow, some practicing Psi, some Magic, most twisted by not being out in the sun. However, they aren't exactly the only ones stuck under ground for large portions... that bright bright burning sun makes life difficult, and too many representatives of the Solar Empires enjoy taking them and turning them into Dreadnoughts and performing other experimentations.
- Modern: Most Drow are associated with Autumn, a time of loss and weakness in the borders of the planes. Some travel amongst other groups (the Lost Tribe or the Keepers of the Signs), though a few live for the moment. A couple of young up-starts became well-known as 'African witchdoctors' in the late 19th and early 20th century, and decided to keep it up. They still hold onto rich kingdoms in Africa, assisting their human counterparts for personal gain but serve as strangely benevolent dictators. Also had one who became obsessed with blaxploitation and samurai films (having learned English and Japanese through them, respectively) and became a white-afro'd fixer for the King of 110th Street in New York.
Of course, we also have 'traditional' Dark elves, but I guess those don't count on the list, right?
Slainte,
-Loonook.
- Homebrew 1: Serve as attaches to the kingdoms of dreams and imagination. Tricky little buggers, always obsessed with trying to make their way into the real world. Psuedonatural isn't too uncommon, but mostly they take on characteristics of Night Haunts and other similar fey/outsiders that prove interesting. Colors range the gamut, but they are almost exclusively extraplanar. SR and a handful of useful spells alongside their natural inclinations make them great harbingers of the Nameless One and other creatures trapped in the demiplanes.
- Homebrew 2: Morlocky Drow, some practicing Psi, some Magic, most twisted by not being out in the sun. However, they aren't exactly the only ones stuck under ground for large portions... that bright bright burning sun makes life difficult, and too many representatives of the Solar Empires enjoy taking them and turning them into Dreadnoughts and performing other experimentations.
- Modern: Most Drow are associated with Autumn, a time of loss and weakness in the borders of the planes. Some travel amongst other groups (the Lost Tribe or the Keepers of the Signs), though a few live for the moment. A couple of young up-starts became well-known as 'African witchdoctors' in the late 19th and early 20th century, and decided to keep it up. They still hold onto rich kingdoms in Africa, assisting their human counterparts for personal gain but serve as strangely benevolent dictators. Also had one who became obsessed with blaxploitation and samurai films (having learned English and Japanese through them, respectively) and became a white-afro'd fixer for the King of 110th Street in New York.
Of course, we also have 'traditional' Dark elves, but I guess those don't count on the list, right?

Slainte,
-Loonook.